/************************************************************************
**
**	HUD Layout (MARCH!)
**
** The HUDLayout definitions specify positions for in-game interface
** components.
**
** Note:
**	Positions (DestOffset, etc.) are relative to the edge of the screen.
**	Positive numbers are offsets from the top or left side of the screen.
**	while negitive numbers are offsets from the bottom or right sides.
**	For example, an offset of (25,-50) would begin drawing an element 25
**	pixels from the left side of the screen and 50 pixels from the bottom.
**
**	Each character can have an unlimited number of HUD configurations.
**	Each configuration has an index number appened to its tag name, for
**	example HUDMarine0 is the first Colonial Marine HUD configuration while
**	HUDMarine1 is the second.  To add a HUD configuration, copy the last
**	configuration and incriment the index number.  At that point you are free
**	to add or remove elements and/or change the elements themselfs.
**
**	CharacterIndex (Integer)
**
**		Index number to match what character this HUD configuration applies
**		to.
**
**				0 = Meatbot
**				1 = Marine
**				2 = Alien
**				3 = Predator
**				4 = Facehugger
**				5 = Chestburster
**				6 = Exosuit
**
**	NumElements (Integer)
**
**		Total number of elements in this HUD configuration.
**
**	NumFonts (Integer)
**
**		Total number of bitmap fonts to be used in this HUD configuration.
**
**	FontFile<#> (String)
**
**		Path and file name of each HUD bitmap font to be loaded. <#>s will
**		range from 0 to NumFonts-1.
**
**	Defenitions for individual HUD elements:
**
**	Note: 	Each HUD element has a set of characteristics i.e.(ImageFile, etc.)
**		Each characteristic has an index number appended to it that will
**		associate that characteristic to a particular HUD element.  For
**		example, ImageFile0 is the image file for the first element in
**		the HUD configuration.
**
**	Enabled<#> (Integer (boolean))
**
**		1 = Displays this element at initialization.
**		0 = Disables this element, it will not be drawn or updated.
**
**	DestOffset<#> (Point)
**
**		Offset from screen edges where this element will be drawn.
**
**	DestOffsetType<#> (Integer)
**
**		Where is the offset from.
**
**		0 - Normal (default)
**		1 - From center right
**		2 - From center left
**		3 - From center bottom
**		4 - From center top
**
**	ImageFile<#> (String)
**
**		Path and file name for this element's bitmap image if any.
**
**	DrawFunctionIndex<#> (Integer)
**
**		This variable is an index into an array of function pointers
**		that define how the bitmap image will be dispalyed.  Below is
**		a table that briefly describes each function's behavoir:
**
**		0 - Normal Draw Transparent
**		1 - Normal Draw Non-Transparent
**		2 - Draws Motion Detector's Spinning Frame
**		3 - Draw Bitmap Font Text
**		4 - Special Draw for health/armor icon fill
**
**	IsTransparent<#> (Integer (Boolean))
**
**		1 = Displays this element using transparency.
**		0 = Disables transparency for this element.
**
**	IsTranslucent<#> (Integer (Boolean))
**
**		1 = Enables translucency for this element.
**		0 = Disables translucency for this element.
**
**	FontIndex<#> (Integer)
**
**		Links this element to one of the fonts detailed above.
**
**	UpdateFunctionIndex<#> (Integer)
**
**		This variable is an index into an array of function pointers
**		that define how the element will be updated.  Below is
**		a table that briefly describes each function's behavoir:
**
**		0 - No Update
**		1 - Updates element's string to read player's health
**		2 - Updates element's string to read player's armor
**		3 - Updates draw rectangles for health icon fill
**		4 - Updates draw rectangles for armor icon fill
**
**	NumAnimFrames<#> (Integer)
**
**		If the element has a special animation, the number of
**		frames of animation will need to be indicated here.
**
**	AnimationFile<#> (String)
**
**		Path and name of animation series. NOTE, the string must not include
**		the file extention and the sequence of frames must use the
**		convention of appending the sequence number of the frame at the end
**		of the file name.  For example, a series of animations might be
**		named anim0.pcx, anim1.pcx, anim2.pcx, etc..  In which case, the
**		Animation file would look like "...\anim".
*/

// Full Meatbot HUD

[HUDConfig0]
CharacterIndex		= 0
NumElements			= 27
NumFonts			= 3
DrawCrosshair		= 1

/* Font files */
FontFile0	= "interface\statusbar\digital_wnum_small.pcx"
FontPitch0	= 5
FontFile1	= "interface\statusbar\digital_num.pcx"
FontPitch1	= 0                    
FontFile2	= "interface\statusbar\digital_wnum.pcx"
FontPitch2	= 11


// MIKE [07.05.2002] = NOTE : ==========================
// new hud elements

//Frame sprites
Enabled0			= 1
DestOffset0			= (0, 0)
DestOffsetType0		= 0
ImageFile0			= "interface\statusbar\frame_l_t.pcx"
DrawFunctionIndex0 	= 0
IsTransparent0		= 1
IsTranslucent0		= 0
Translucency0		= 1.0
FontIndex0			= 0
UpdateFunctionIndex0= 0
NumAnimFrames0		= 0
AnimTranslucency0	= 0.0
AnimationFile0		= ""

Enabled1			= 1
DestOffset1			= (-206, 1)
DestOffsetType1		= 4
ImageFile1			= "interface\statusbar\frame_t.pcx"
DrawFunctionIndex1 	= 0
IsTransparent1		= 1
IsTranslucent1		= 0
Translucency1		= 1.0
FontIndex1			= 0
UpdateFunctionIndex1= 0
NumAnimFrames1		= 0
AnimTranslucency1	= 0.0
AnimationFile1		= ""

Enabled2			= 1
DestOffset2			= (-108, 0)
DestOffsetType2		= 0
ImageFile2			= "interface\statusbar\frame_r_t.pcx"
DrawFunctionIndex2 	= 0
IsTransparent2		= 1
IsTranslucent2		= 0
Translucency2		= 1.0
FontIndex2			= 0
UpdateFunctionIndex2= 0
NumAnimFrames2		= 0
AnimTranslucency2	= 0.0
AnimationFile2		= ""

Enabled3			= 0
DestOffset3			= (26, -124)
DestOffsetType3		= 1
ImageFile3			= "interface\statusbar\frame_r.pcx"
DrawFunctionIndex3 	= 0
IsTransparent3		= 1
IsTranslucent3		= 0
Translucency3		= 1.0
FontIndex3			= 0
UpdateFunctionIndex3= 0
NumAnimFrames3		= 0
AnimTranslucency3	= 0.0
AnimationFile3		= ""

Enabled4			= 1
DestOffset4			= (-108, -98)
DestOffsetType4		= 0
ImageFile4			= "interface\statusbar\frame_r_b.pcx"
DrawFunctionIndex4 	= 0
IsTransparent4		= 1
IsTranslucent4		= 0
Translucency4		= 1.0
FontIndex4			= 0
UpdateFunctionIndex4= 0
NumAnimFrames4		= 0
AnimTranslucency4	= 0.0
AnimationFile4		= ""

Enabled5			= 1
DestOffset5			= (-206, 36)
DestOffsetType5		= 3
ImageFile5			= "interface\statusbar\frame_b.pcx"
DrawFunctionIndex5 	= 0
IsTransparent5		= 1
IsTranslucent5		= 0
Translucency5		= 1.0
FontIndex5			= 0
UpdateFunctionIndex5= 0
NumAnimFrames5		= 0
AnimTranslucency5	= 0.0
AnimationFile5		= ""

Enabled6			= 1
DestOffset6			= (0, -128)
DestOffsetType6		= 0
ImageFile6			= "interface\statusbar\frame_l_b.pcx"
DrawFunctionIndex6 	= 0
IsTransparent6		= 1
IsTranslucent6		= 0
Translucency6		= 1.0
FontIndex6			= 0
UpdateFunctionIndex6= 0
NumAnimFrames6		= 0
AnimTranslucency6	= 0.0
AnimationFile6		= ""

Enabled7			= 0
DestOffset7			= (0, -124)
DestOffsetType7		= 2
ImageFile7			= "interface\statusbar\frame_l.pcx"
DrawFunctionIndex7 	= 0
IsTransparent7		= 1
IsTranslucent7		= 0
Translucency7		= 1.0
FontIndex7			= 0
UpdateFunctionIndex7= 0
NumAnimFrames7		= 0
AnimTranslucency7	= 0.0
AnimationFile7		= ""


// Static Icons
Enabled8			= 1
DestOffset8			= (0, 0)
DestOffsetType8		= 0
ImageFile8			= "interface\statusbar\energy.pcx"
DrawFunctionIndex8 	= 0
IsTransparent8		= 1
IsTranslucent8		= 0
Translucency8		= 1.0
FontIndex8			= 0
UpdateFunctionIndex8= 0
NumAnimFrames8		= 0
AnimTranslucency8	= 0.0
AnimationFile8		= ""


Enabled9			= 1
DestOffset9			= (-108, 0)
DestOffsetType9		= 0
ImageFile9			= "interface\statusbar\bodycount.pcx"
DrawFunctionIndex9 	= 0
IsTransparent9		= 1
IsTranslucent9		= 0
Translucency9		= 1.0
FontIndex9			= 0
UpdateFunctionIndex9= 0
NumAnimFrames9		= 0
AnimTranslucency9	= 0.0
AnimationFile9		= ""


Enabled10			= 1
DestOffset10		= (116, 0)
DestOffsetType10	= 0
ImageFile10			= "interface\statusbar\signal.pcx"
DrawFunctionIndex10	= 0
IsTransparent10		= 1
IsTranslucent10		= 0
Translucency10		= 1.0
FontIndex10			= 0
UpdateFunctionIndex10 = 0
NumAnimFrames10		= 0
AnimTranslucency10	= 0.0
AnimationFile10		= ""


Enabled11			= 1
DestOffset11		= (140, 12)
DestOffsetType11	= 0
ImageFile11			= "interface\statusbar\signal_fill.pcx"
DrawFunctionIndex11	= 5         // DrawSignalFill()
IsTransparent11		= 1
IsTranslucent11		= 0
Translucency11		= 1.0
FontIndex11			= 0
UpdateFunctionIndex11 = 0
NumAnimFrames11		= 0
AnimTranslucency11	= 0.0
AnimationFile11		= ""


// Indicators

//PowerupCounters Display
Enabled12			= 1
DestOffset12		= (-52, -226)
DestOffsetType12	= 0
ImageFile12			= "interface\statusbar\powerup_slots.pcx"
DrawFunctionIndex12 = 13  // DrawPowerupCounters()
IsTransparent12		= 1
IsTranslucent12		= 0
Translucency12		= 0.0
FontIndex12			= 1
UpdateFunctionIndex12 = 6 // UpdatePowerupCounters()
NumAnimFrames12		= 0
AnimTranslucency12	= 0.0
AnimationFile12		= ""


// Energy Numeric Dispaly
Enabled13			= 1
DestOffset13		= (74, 13)
DestOffsetType13	= 0
ImageFile13			= ""
DrawFunctionIndex13 = 3 // UpdateBmFontText()
IsTransparent13		= 1
IsTranslucent13		= 0
Translucency13		= 0.0
FontIndex13			= 1
UpdateFunctionIndex13 = 1 // UpdateHelthCount()
NumAnimFrames13		= 0
AnimTranslucency13	= 0.0
AnimationFile13		= ""

//Bodycount Numeric Dispaly
Enabled14			= 1
DestOffset14		= (-90, 13)
DestOffsetType14	= 0
ImageFile14			= ""
DrawFunctionIndex14 = 3  // DrawBmFontText()
IsTransparent14		= 1
IsTranslucent14		= 0
Translucency14		= 0.0
FontIndex14			= 1
UpdateFunctionIndex14 = 2 // UpdateBodyCount()
NumAnimFrames14		= 0
AnimTranslucency14	= 0.0
AnimationFile14		= ""


//PrimCounters Display
Enabled15			= 1
DestOffset15		= (10, 59)
DestOffsetType15	= 0
ImageFile15			= "interface\statusbar\primary_slots.pcx"
DrawFunctionIndex15 = 10  // DrawPrimCounters()
IsTransparent15		= 1
IsTranslucent15		= 0
Translucency15		= 0.0
FontIndex15			= 1
UpdateFunctionIndex15 = 3 // UpdatePrimCounters()
NumAnimFrames15		= 0
AnimTranslucency15	= 0.0
AnimationFile15		= ""


//AltCounters Display
Enabled16			= 1
DestOffset16		= (10, -226)
DestOffsetType16	= 0
ImageFile16			= "interface\statusbar\alternate_slots.pcx"
DrawFunctionIndex16 = 11  // DrawAltCounters()
IsTransparent16		= 1
IsTranslucent16		= 0
Translucency16		= 0.0
FontIndex16			= 1
UpdateFunctionIndex16 = 4 // UpdateAltCounters()
NumAnimFrames16		= 0
AnimTranslucency16	= 0.0
AnimationFile16		= ""


//CartridgeCounters Display
Enabled17			= 1
DestOffset17		= (-52, 59)
DestOffsetType17	= 0
ImageFile17			= "interface\statusbar\cartridge_slots.pcx"
DrawFunctionIndex17 = 12  // DrawCartridgeCounters()
IsTransparent17		= 1
IsTranslucent17		= 0
Translucency17		= 0.0
FontIndex17			= 1
UpdateFunctionIndex17 = 5 // UpdateCartridgeCounters()
NumAnimFrames17		= 0
AnimTranslucency17	= 0.0
AnimationFile17		= ""


//Bot Icons Display
Enabled18			= 1
DestOffset18		= (-127, 10)
DestOffsetType18	= 4
ImageFile18			= ""
DrawFunctionIndex18 = 6  // DrawBotIdicators()
IsTransparent18		= 1
IsTranslucent18		= 0
Translucency18		= 0.0
FontIndex18			= 0
UpdateFunctionIndex18 = 0
NumAnimFrames18		= 3
AnimTranslucency18	= 1.0
AnimationFile18		= "interface\statusbar\i_bot_info"


//Bot Stats Display
Enabled19			= 1
DestOffset19		= (-127, 10)
DestOffsetType19	= 4
ImageFile19			= ""
DrawFunctionIndex19 = 7  // DrawBotState()
IsTransparent19		= 1
IsTranslucent19		= 0
Translucency19		= 0.0
FontIndex19			= 1
UpdateFunctionIndex19 = 0
NumAnimFrames19		= 4
AnimTranslucency19	= 1.0
AnimationFile19		= "interface\statusbar\i_bot_state"


//Bots' Formation Display
Enabled20			= 1
DestOffset20		= (31, -118)
DestOffsetType20	= 0
ImageFile20			= ""
DrawFunctionIndex20 = 14  // DrawFormation()
IsTransparent20		= 1
IsTranslucent20		= 0
Translucency20		= 0.0
FontIndex20			= 0
UpdateFunctionIndex20 = 0
NumAnimFrames20		= 6 // must be equal to CF_MAX_FORMATION (in "formation.h")
AnimTranslucency20	= 0.50
AnimationFile20		= "interface\statusbar\i_formation"


// Radar Display
Enabled21			= 1
DestOffset21		= (31, -118)
DestOffsetType21	= 0
ImageFile21			= "interface\statusbar\i_radar_crt.pcx"
DrawFunctionIndex21 = 4  // DrawRadar()
IsTransparent21		= 1
IsTranslucent21		= 1
Translucency21		= 0.50
FontIndex21			= 0
UpdateFunctionIndex21 = 0
NumAnimFrames21		= 0
AnimTranslucency21	= 0.0
AnimationFile21		= ""


// InsertCoin Display
Enabled22			= 1
DestOffset22		= (-135, 48)
DestOffsetType22	= 4
ImageFile22			= "interface\statusbar\insert_coin.pcx" // fake
DrawFunctionIndex22 = 15  // DrawInsertCoin()
IsTransparent22		= 0
IsTranslucent22		= 0
Translucency22		= 0.0
FontIndex22			= 0
UpdateFunctionIndex22 = 0
NumAnimFrames22		= 0
AnimTranslucency22	= 0.0
AnimationFile22		= ""


// Boss_Health_Back Display
Enabled23			= 1
DestOffset23		= (-100, 38)
DestOffsetType23	= 4
ImageFile23			= "interface\statusbar\boss_health_meter_back.pcx"
DrawFunctionIndex23 = 8  // DrawBossHealth()
IsTransparent23		= 0
IsTranslucent23		= 0
Translucency23		= 0.0
FontIndex23			= 0
UpdateFunctionIndex23 = 0
NumAnimFrames23		= 0
AnimTranslucency23	= 0.0
AnimationFile23		= ""


// Boss_Health_Fill Display
Enabled24			= 1
DestOffset24		= (-100, 38)
DestOffsetType24	= 4
ImageFile24			= "interface\statusbar\boss_health_meter_fill.pcx"
DrawFunctionIndex24 = 9  // DrawBossHealthFill()
IsTransparent24		= 0
IsTranslucent24		= 0
Translucency24		= 0.0
FontIndex24			= 0
UpdateFunctionIndex24 = 0
NumAnimFrames24		= 0
AnimTranslucency24	= 0.0
AnimationFile24		= ""

// Crosshair_Progress_Back Display
Enabled25			= 1
DestOffset25		= (-50, 38)
DestOffsetType25	= 4
ImageFile25			= "interface\statusbar\crosshair_progress_back.pcx"
DrawFunctionIndex25 = 16  // DrawCrosshairProgress()
IsTransparent25		= 0
IsTranslucent25		= 0
Translucency25		= 0.0
FontIndex25			= 0
UpdateFunctionIndex25 = 0
NumAnimFrames25		= 0
AnimTranslucency25	= 0.0
AnimationFile25		= ""


// Crosshair_Progress_Fill Display
Enabled26			= 1
DestOffset26		= (-50, 38)
DestOffsetType26	= 4
ImageFile26			= "interface\statusbar\crosshair_progress_fill.pcx"
DrawFunctionIndex26 = 17  // DrawCrosshairProgressFill()
IsTransparent26		= 0
IsTranslucent26		= 0
Translucency26		= 0.0
FontIndex26			= 0
UpdateFunctionIndex26 = 0
NumAnimFrames26		= 0
AnimTranslucency26	= 0.0
AnimationFile26		= ""

// Empty HUD without any elements
[HUDConfig1]
CharacterIndex		= 0
NumElements			= 4
NumFonts			= 0
DrawCrosshair		= 1


// Boss_Health_Back Display
Enabled0			= 1
DestOffset0			= (-100, 38)
DestOffsetType0		= 4
ImageFile0			= "interface\statusbar\boss_health_meter_back.pcx"
DrawFunctionIndex0 	= 8  // DrawBossHealth()
IsTransparent0		= 0
IsTranslucent0		= 0
Translucency0		= 0.0
FontIndex0			= 0
UpdateFunctionIndex0 = 0
NumAnimFrames0		= 0
AnimTranslucency0	= 0.0
AnimationFile0		= ""


// Boss_Health_Fill Display
Enabled1			= 1
DestOffset1			= (-100, 38)
DestOffsetType1		= 4
ImageFile1			= "interface\statusbar\boss_health_meter_fill.pcx"
DrawFunctionIndex1 	= 9  // DrawBossHealthFill()
IsTransparent1		= 0
IsTranslucent1		= 0
Translucency1		= 0.0
FontIndex1			= 0
UpdateFunctionIndex1 = 0
NumAnimFrames1		= 0
AnimTranslucency1	= 0.0
AnimationFile1		= ""

// Crosshair_Progress_Back Display
Enabled2			= 1
DestOffset2			= (-50, 38)
DestOffsetType2		= 4
ImageFile2			= "interface\statusbar\crosshair_progress_back.pcx"
DrawFunctionIndex2	= 16  // DrawCrosshairProgress()
IsTransparent2		= 0
IsTranslucent2		= 0
Translucency2		= 0.0
FontIndex2			= 0
UpdateFunctionIndex2 = 0
NumAnimFrames2		= 0
AnimTranslucency2	= 0.0
AnimationFile2		= ""


// Crosshair_Progress_Fill Display
Enabled3			= 1
DestOffset3			= (-50, 38)
DestOffsetType3		= 4
ImageFile3			= "interface\statusbar\crosshair_progress_fill.pcx"
DrawFunctionIndex3 	= 17  // DrawCrosshairProgressFill()
IsTransparent3		= 0
IsTranslucent3		= 0
Translucency3		= 0.0
FontIndex3			= 0
UpdateFunctionIndex3 = 0
NumAnimFrames3		= 0
AnimTranslucency3	= 0.0
AnimationFile3		= ""

/************************************************************************
**
** Motion Detector 
**
*/

[HUDMotionDetector]

/*Font Files*/
SmallNums	= "interface\statusbar\digital_wnum_small.pcx"

/*Motion Detector Sprites*/
LTCFile		= "interface\statusbar\radar_frame_ltc.pcx"
RTCFile		= "interface\statusbar\radar_frame_rtc.pcx"
LBCFile		= "interface\statusbar\radar_frame_lbc.pcx"
RBCFile		= "interface\statusbar\radar_frame_rbc.pcx"

HealthMeterBack = "interface\statusbar\health_meter_back.pcx"
HealthMeterFill = "interface\statusbar\health_meter_fill.pcx"


/************************************************************************
**
** Basic Folder Layout
**
** The BasicLayout definition specifies positions and sizes for common
** folder components.
**
**	BackPos (Point)
**
**		The upper-left corner of the "back" item.
**
**	ContinuePos (Point)
**
**		The upper-left corner of the "continue" item.
**
**	MainPos (Point)
**
**		The upper-left corner of the "main menu" item.
**
**	ShadeColor	(Vector)
**
**		The color to use to fill above and below the main folder area.
**		<r, g, b>
**
**	BarColor	(Vector)
**
**		The color of the bars separating the shaded area from the folder area.
**		<r, g, b>
**
**	BarHeight	(Int)
**
**		The height of the bars separating the shaded area from the folder area.
**
**	TopShadeHeight	(Int)
**
**		The height of the top shaded area (relative a 640x480 screen)
**
**	BottomShadeHeight	(Int)
**
**		The height of the bottom shaded area (relative a 640x480 screen)
**
*/

[BasicLayout]
FontSize		      = 1
BackPos				= (535, 355)    // back
ContinuePos			= (569,435)
MainPos				= (128,390)
BackSprite			= "menu\spr\folderback.spr"
BackSpriteScale		= 32.0
ArrowBackSFX		= "ArrowBackSpr1"
ArrowNextSFX		= "ArrowContinueSpr1"
ArrowBackBitmap		= "interface\BackArrow.pcx"
ArrowNextBitmap		= "interface\NextArrow.pcx"
ArrowBackPos		= (20,420)
ArrowNextPos		= (560,420)
ChangeSound			= "Sounds\Menu\change.wav"
SelectSound			= "Sounds\Menu\select.wav"
EscapeSound			= "Sounds\Menu\MainBackQuit.wav"
SliderLeftSound		= "Sounds\Menu\sliderL.wav"
SliderRightSound	= "Sounds\Menu\sliderR.wav"
UnselectableSound	= "Sounds\Menu\unselectable.wav"





/************************************************************************
**
** Folder Layout
**
** The Folder Layout definitions specifies positions and sizes for folder
** components. The GenericFolder section defines default values which will
** be used if the specific folder doesn't override them.
**
** Individual folders may also have custom values specified in their section
** that are used in addition to these common definitions:
**
**	TitlePos (Point)
**
**		The upper-left corner of the title string.
**
**	TitleAlign (Integer)
**
**		The alignment of the title string:
**			0 = Left, 1 = Right, 2 = Center
**
**	PageRect (Rect)
**
**		The rectangle used by the folder items.
**		(left,top,right,bottom)
**
**	HelpRect (Rect)
**
**		The space allocated to display the rollover help
**
**	ItemSpace (Integer)
**
**		The vertical space between menu items.
**
**	ItemAlign (Integer)
**
**		The alignment of the title string:
**			0 = Left, 1 = Right, 2 = Center
**
**	FontSize
**
**		Specifices which font to use by default for items.
**		0 = small font, 1 = large font
**
**	MusicIntensity
**
**		Specifies what the menu intensity should be for this
**		folder (1-7, with 1=silence, 7=high action)
**
**	UpArrowPos (Point)
**
**		The upper-left corner of the up arrow.
**
**	DownArrowPos (Point)
**
**		The upper-left corner of the down arrow.
**
**
*/

[GenericFolder]
TitlePos		= (619,21)
TitleAlign		= 1
PageRect		= (96,56,585,385)
HelpRect		= (383, 440, 620, 480)
ItemSpace		= 0
ItemAlign		= 0
MusicIntensity	= 5
UpArrowPos		= (320,70)
DownArrowPos	= (320,344)
NormalColor		= <176.0, 172.0, 32.0>
SelectedColor	= <255.0, 228.0, 64.0>
DisabledColor	= <143.0, 144.0, 112.0>
HighlightColor	= <246.0, 250.0, 64.0>
FontSize		= 0
TabPos0			= (60,95)
TabPos1			= (60,120)
TabPos2			= (60,145)
TabPos3			= (60,170)
TabPos4			= (60,195)
LinkPos0		= (40,188)
LinkPos1		= (40,228)
LinkPos2		= (40,268)
LinkPos3		= (40,308)
LinkPos4		= (40,348)
LinkPos5		= (40,388)
AmbientLoop		= "Sounds\Menu\menuloop.wav"


/************************************************************************
**
** FolderMain
**
**	VersionPos (Point)
**
**		Position of the build version text. (right justified)
**
*/

[FolderMain]
BackgroundFile		= "Interface\Menus\MainMenuBack.pcx"
VersionPos			= (635,468)
//AmbientLoop			= "Sounds\Menu\OpeningMenu\SngleMultLoop.wav"
PageRect			= (0,0,639,479)
HelpRect			= (383, 440, 620, 480)
LinkPos0			= (470,123)   // new game
LinkPos1			= (466,163)   // load game
LinkPos2			= (472,203)   // multyplayer
LinkPos3			= (505,243)   // options
LinkPos4			= (507,283)   // profile
LinkPos5			= (545,355)   // quit
//ScaleName0			= "MainMenu_Back0"
//ScaleName1			= "MainMenu_Back1"

[FolderEscape]
BackgroundFile		= "Interface\Menus\PauseMenuBack.pcx"
TitlePos			= (320,21)
TitleAlign			= 2
HelpRect			= (175, 440, 475, 480)
LinkPos0			= (280,123)   // resume
LinkPos1			= (260,198)   // load game
LinkPos2			= (260,238)   // Save Game
LinkPos3			= (280,278)   // options
LinkPos4			= (257,353)   // Abort game

[FolderSingle]
BackgroundFile		= "Interface\Menus\NewGameMenuBack.pcx"
PageRect			= (0, 0, 639, 479)
HelpRect			= (383, 440, 620, 480)
LinkPos0			= (540,123)   // easy
LinkPos1			= (513,163)   // normal
LinkPos2			= (537,203)   // hard
LinkPos3			= (490,243)   // insane
LinkPos4			= (440,283)   // custom map

[FolderLoad]
BackgroundFile		= "Interface\Menus\LoadGameMenuBack.pcx"
MissionWidth		= 140
DateWidth			= 55
TimeWidth			= 55
DifficultyWidth		= 40
QuickPos			= (487, 106)
ReloadPos			= (444, 146)
SaveRect			= (50, 120, 373, 364)
LoadPos				= (422, 222)
DeletePos			= (406, 262)
UpArrowPos			= (393, 320)
DownArrowPos		= (393, 348)
NormalColor		= <176.0, 172.0, 32.0>
SelectedColor	= <255.0, 228.0, 64.0>
DisabledColor	= <143.0, 144.0, 112.0>
HighlightColor	= <246.0, 250.0, 64.0>

[FolderSave]
BackgroundFile		= "Interface\Menus\SaveGameMenuBack.pcx"
MissionWidth		= 140
DateWidth			= 55
TimeWidth			= 55
DifficultyWidth		= 40
QuickPos			= (487, 107)
SaveRect			= (50, 120, 373, 364)
SavePos				= (418, 222)
DeletePos			= (406, 262)
UpArrowPos			= (393, 320)
DownArrowPos		= (393, 348)

[FolderOptions]
BackgroundFile		= "Interface\Menus\OptionsMenuBack.pcx"
PageRect			= (0, 0, 639, 479)
HelpRect			= (383, 440, 620, 480)
AmbientLoop			= "Sounds\Menu\Options\OptionAmbLoop.wav"
SelectSound			= "Sounds\Menu\select.wav"
LinkPos0			= (497, 123)    // controls
LinkPos1			= (530, 163)    // game
LinkPos2			= (495, 203)    // graphics
LinkPos3			= (521, 243)    // audio
LinkPos4			= (510, 283)    // credits

[FolderDisplay]
BackgroundFile		= "Interface\Menus\DisplayMenuBack.pcx"
PageRect			= (70, 140, 450, 275)
HelpRect			= (383, 440, 620, 480)
CustomPos			= (133, 315)
AdditionalPos		= (70, 208)
AdditionalWidth		= 360
ColumnWidth			= 180
SliderWidth			= 175

[FolderPerformance]
BackgroundFile		= "Interface\Menus\PerformanceMenuBack.pcx"
ColumnWidth			= 180
SliderWidth			= 150
GeneralWidth		= 240
TextureWidth		= 160
TabPos0				= (455, 147)
TabPos1				= (455, 187)
TabPos2				= (440, 227)
HelpRect			= (383, 440, 620, 480)
GeneralRect			= (64, 147, 400, 333)
EffectsRect			= (64, 147, 400, 273)
TextureRect			= (64, 147, 400, 323)
PerformPos			= (53, 411)
AdditionalPos		= (40, 365)
AdditionalWidth		= 360

[FolderAudio]
BackgroundFile		= "Interface\Menus\AudioMenuBack.pcx"
PageRect			= (75, 155, 445, 340)
HelpRect			= (383, 440, 620, 480)
MainPos				= (20, 440)
ColumnWidth			= 230
SliderWidth			= 120

[FolderGame]
BackgroundFile		= "Interface\Menus\GameMenuBack.pcx"
PageRect			= (50, 122, 412, 365)
HelpRect			= (383, 430, 620, 480)
ColumnWidth			= 270
SliderWidth			= 80
GeneralRect			= (50, 122, 412, 360)
MultiRect			= (50, 122, 412, 217)
TabPos0				= (470, 200)
TabPos1				= (442, 240)
MainPos				= (20, 440)

[FolderCredits]
BackgroundFile		= "Interface\Menus\CreditsMenuBack.pcx"
HelpRect			= (383, 440, 620, 480)

[FolderControls]
AlienPos			= (120, 60)
MarinePos			= (240, 60)
PredatorPos			= (380, 60)
MainPos				= (20, 440)
ColumnWidth			= 250
SliderWidth			= 160
UpArrowPos			= (120,110)
DownArrowPos		= (120,320)
PageRect			= (220,135,630,460)
HelpRect			= (145, 440, 400, 480)

[FolderCustomControls]
BackgroundFile		= "Interface\Menus\ControlsMenuBack.pcx"
TabSound			= "Sounds\Menu\Options\MouseKeyJoy.wav"
ColumnWidth			= 400
RestorePos			= (100, 423) // restore defaults
UpArrowPos			= (405, 330)
DownArrowPos		= (405, 350)
PageRect			= (55, 170, 395, 370)
HelpRect			= (383, 430, 620, 480)
TabPos0				= (55, 130)  // movement
TabPos1				= (189, 130) // commands
TabPos2				= (327, 130) // weapons
TabPos3				= (30, 205)
LinkPos0			= (40,188)
LinkPos1			= (40,228)
LinkPos2			= (487, 107) // assignment
LinkPos3			= (539, 147) // mouse
LinkPos4			= (507, 187) // keyboard
LinkPos5			= (518, 227) // joystick
ActionWidth			= 135
BufferWidth			= 10
EqualsWidth			= 15
BindingWidth		= 180

[FolderMouse]
BackgroundFile		= "Interface\Menus\MouseMenuBack.pcx"
TabSound			= "Sounds\Menu\Options\MouseKeyJoy.wav"
ColumnWidth			= 225
SliderWidth			= 100
RestorePos			= (100, 423)
PageRect			= (60, 130, 415, 210)
HelpRect			= (383, 430, 620, 480)
LinkPos0			= (40,188)
LinkPos1			= (40,228)
LinkPos2			= (487, 107) // assignment
LinkPos3			= (539, 147) // mouse
LinkPos4			= (507, 187) // keyboard
LinkPos5			= (518, 227) // joystick

[FolderKeyboard]
BackgroundFile		= "Interface\Menus\KeyboardMenuBack.pcx"
TabSound			= "Sounds\Menu\Options\MouseKeyJoy.wav"
RestorePos			= (100, 423)
ColumnWidth			= 240
SliderWidth			= 100
PageRect			= (60, 130, 415, 210)
HelpRect			= (383, 430, 620, 480)
LinkPos0			= (40,188)
LinkPos1			= (40,228)
LinkPos2			= (487, 107) // assignment
LinkPos3			= (539, 147) // mouse
LinkPos4			= (507, 187) // keyboard
LinkPos5			= (518, 227) // joystick

[FolderJoystick]
BackgroundFile		= "Interface\Menus\JoystickMenuBack.pcx"
TabSound			= "Sounds\Menu\Options\MouseKeyJoy.wav"
ColumnWidth			= 230
SliderWidth			= 100
RestorePos			= (100, 423)
UpArrowPos			= (340, 300)
DownArrowPos		= (340, 328)
PageRect			= (70, 190, 415, 370)
HelpRect			= (383, 430, 620, 480)
TabPos0				= (70,130)
TabPos1				= (70,155)
TabPos2				= (70,180)
TabPos3				= (70,205)
TabPos4				= (70,230)
LinkPos0			= (40,188)
LinkPos1			= (40,228)
LinkPos2			= (487, 107) // assignment
LinkPos3			= (539, 147) // mouse
LinkPos4			= (507, 187) // keyboard
LinkPos5			= (518, 227) // joystick

[FolderCustomLevel]
BackgroundFile		= "Interface\Menus\CustomLevelMenuBack.pcx"
//ItemSpace			= 4
UpArrowPos			= (450,330)
DownArrowPos		= (450,358)
PageRect			= (47, 113, 465, 375)
ListRect			= (47, 113, 465, 375)

[FolderProfile]
BackgroundFile		= "Interface\Menus\PlayerProfileMenuBack.pcx"
//ItemSpace			= 4
ProfileNamePos		= (100, 128)
ProfileListPos		= (80, 177)
ProfileListRect		= (80, 198, 402, 360)
CreatePos			= (455, 141)
LoadPos				= (477, 181)
RenamePos			= (453, 221)
DeletePos			= (445, 261)
UpArrowPos			= (425, 305)
DownArrowPos		= (425, 333)
PageRect			= (50,140,200,310)
ListRect			= (37,150,280,300)

[FolderMulti]
BackgroundFile		= "Interface\Menus\MultiplayerMenuBack.pcx"
ColumnWidth			= 210

LinkPos0			= (430, 123)
LinkPos1			= (447, 163)
LinkPos2			= (360, 244)

CurCDKPos			= (22, 70)
DlgCDKSize			= (400, 125)
DlgCDKEdit			= (30, 85)
DlgMOTDSize			= (450, 350)
DlgMOTDUp			= (430, 30)
DlgMOTDDown			= (430, 290)
DlgMOTDOk			= (215, 315)
DlgMOTDText			= (10, 30, 420, 310)
DlgPRGSize			= (400, 125)
DlgPRGUpdate		= (50, 90)
DlgPRGMax			= 50
DlgDCSSize			= (400, 200)
DlgDCSOk			= (50, 165)
DlgDCSCancel		= (300, 165)
DlgDCSOkOnly		= (190, 165)
HelpRect			= (383, 440, 620, 480)

[FolderHost]
BackgroundFile		= "Interface\Menus\HostMenuBack.pcx"
PageRect			= (80, 190, 400, 350)
HelpRect			= (383, 440, 620, 480)
FrameRect			= (75, 185, 405, 355)
ColumnWidth			= 175
SliderWidth			= 100
SetupTextRect		= (40,265,300,420)
AdvancedTextRect	= (340,265,600,420)
PassCheckPos        = (17, 164)
DedicatedPos        = (382, 185)
LANPos              = (382, 208)
NameGroupWidth      = 330
PasswordGroupWidth  = 350
LinkPos0			= (533, 115)  // game
LinkPos1			= (528, 155)  // setup
LinkPos2			= (530, 195)  // maps
LinkPos3			= (487, 235)  // advanced
LinkPos4			= (524, 275)  // player
LinkPos5			= (72, 136)   // configs
LaunchPos			= (514, 315)  // launch

[FolderSetupDM]
BackgroundFile		= "Interface\Menus\SetupDMMenuBack.pcx"
PageRect			= (80, 130, 400, 350)
FrameRect			= (75, 125, 405, 355)
HelpRect			= (383, 430, 620, 480)
ColumnWidth			= 200
SliderWidth			= 110
DescriptionRect		= (380,110,615,432)
LinkPos0			= (533, 115)  // game
LinkPos1			= (528, 155)  // setup
LinkPos2			= (530, 195)  // maps
LinkPos3			= (487, 235)  // advanced
LinkPos4			= (524, 275)  // player
LaunchPos			= (514, 315)  // launch

[FolderSetupTeamDM]
BackgroundFile		= "Interface\Menus\SetupTeamDMMenuBack.pcx"
PageRect			= (80, 130, 400, 350)
FrameRect			= (75, 125, 405, 355)
HelpRect			= (383, 430, 620, 480)
ColumnWidth			= 200
SliderWidth			= 110
DescriptionRect		= (380,110,615,432)
LinkPos0			= (533, 115)  // game
LinkPos1			= (528, 155)  // setup
LinkPos2			= (530, 195)  // maps
LinkPos3			= (487, 235)  // advanced
LinkPos4			= (524, 275)  // player
LaunchPos			= (514, 315)  // launch

[FolderSetupSquadDM]
BackgroundFile		= "Interface\Menus\SetupSquadDMMenuBack.pcx"
PageRect			= (80, 130, 400, 350)
FrameRect			= (75, 125, 405, 355)
HelpRect			= (383, 430, 620, 480)
ColumnWidth			= 200
SliderWidth			= 110
DescriptionRect		= (380,110,615,432)
LinkPos0			= (533, 115)  // game
LinkPos1			= (528, 155)  // setup
LinkPos2			= (530, 195)  // maps
LinkPos3			= (487, 235)  // advanced
LinkPos4			= (524, 275)  // player
LaunchPos			= (514, 315)  // launch

[FolderHostOptions]
BackgroundFile		= "Interface\Menus\HostOptionsMenuBack.pcx"
PageRect			= (52, 180, 430, 370)
ColumnWidth			= 260
SliderWidth			= 100
PortGroupWidth      = 400
TabPos0				= (67, 135)	  // preferences
TabPos1				= (200, 135)  // scoring
LinkPos0			= (533, 115)  // game
LinkPos1			= (528, 155)  // setup
LinkPos2			= (530, 195)  // maps
LinkPos3			= (487, 235)  // advanced
LinkPos4			= (524, 275)  // player
LaunchPos			= (514, 315)  // launch

[FolderHostMaps]
BackgroundFile		= "Interface\Menus\HostMapsMenuBack.pcx"
PageRect			= (200, 156, 390, 350)
ColumnWidth			= 155
SliderWidth			= 120
AvailableRect		= (55, 125, 170, 365)
SelectedRect		= (268, 125, 400, 365)
UpArrowPos			= (183, 322)
DownArrowPos		= (183, 350)
SelUpPos			= (238, 322)
SelDownPos			= (238, 350)
LinkPos0			= (533, 115)  // game
LinkPos1			= (528, 155)  // setup
LinkPos2			= (530, 195)  // maps
LinkPos3			= (487, 235)  // advanced
LinkPos4			= (524, 275)  // player
LaunchPos			= (514, 315)  // launch

[FolderHostConfig]
BackgroundFile		= "Interface\Menus\PlayerProfileMenuBack.pcx"
//ItemSpace			= 4
ConfigNamePos		= (100, 128)
ConfigListPos		= (80, 177)
ConfigListRect		= (80, 198, 402, 360)
CreatePos			= (455, 141)
LoadPos				= (477, 181)
RenamePos			= (453, 221)
DeletePos			= (445, 261)
UpArrowPos			= (425, 305)
DownArrowPos		= (425, 333)
PageRect			= (50,140,200,310)
ListRect			= (37,150,280,300)

[FolderPlayer]
BackgroundFile		= "Interface\Menus\SetupPlayerMenuBack.pcx"
PageRect			= (40,125,600,255)
ColumnWidth			= 200
SliderWidth			= 100
NameWidth			= 140
DescriptionRect		= (40,170,330,410)
NamePos				= (75, 137)
ClassPos			= (299, 278)
PrevClass			= (301, 318)
NextClass			= (337, 318)
CharBasePos			= <-35.0, -15.0, 70.0>
LinkPos0			= (533, 115)  // game
LinkPos1			= (528, 155)  // setup
LinkPos2			= (530, 195)  // maps
LinkPos3			= (487, 235)  // advanced
LinkPos4			= (524, 275)  // player
LaunchPos			= (514, 315)  // launch

[FolderPlayerJoin]
BackgroundFile		= "Interface\Menus\SetupPlayerJoinMenuBack.pcx"
PageRect			= (40,125,600,255)
ColumnWidth			= 200
SliderWidth			= 100
NameWidth			= 140
DescriptionRect		= (40,170,330,410)
NamePos				= (75, 137)
ClassPos			= (252, 278)
PrevClass			= (287, 318)
NextClass			= (324, 318)
CharBasePos			= <-45.0, -14.0, 80.0>
LinkPos0			= (450, 115)
LinkPos1			= (465, 155)
LinkPos2			= (520, 195)
LinkPos3			= (546, 315)

[FolderJoin]
BackgroundFile		= "Interface\Menus\JoinMenuBack.pcx"
PageRect			= (54, 237, 430, 367)
UpArrowPos			= (450, 320)
DownArrowPos		= (450, 347)
DlgJSIPSize			= (400,130)
DlgJSIPEditIP		= (15,35)
DlgJSIPEditPort		= (15,65)
DlgJSIPEditPW		= (15,95)
DlgJSIPOffset		= 135
DlgPWSize			= (475,75)
DlgPWEditPW			= (15,30)
DlgPWOffset			= 135
IconWidth			= 16
NameWidth			= 130
PingWidth			= 40
NumWidth			= 60
TypeWidth			= 60
MapWidth			= 80
FiltersRect			= (54, 123, 195, 220)
FilterPos			= (58, 127)
VersionFilterPos	= (72, 145)
PingFilterPos		= (72, 158)
PopFilterPos		= (72, 171)
TypeFilterPos		= (72, 184)
DedicatedFilterPos	= (72, 197)
RefreshPos			= (253, 140)
JoinIPPos			= (225, 180)
StatusPos			= (60, 352)
CurrentIPPos		= (305, 352)
CountPos			= (135, 113)
ListSize			= (415, 90)
LinkPos0			= (450, 115)
LinkPos1			= (465, 155)
LinkPos2			= (520, 195)
LinkPos3			= (546, 315)


[FolderJoinInfo]
BackgroundFile		= "Interface\Menus\JoinInfoMenuBack.pcx"
PageRect			= (40,115,600,255)
ColumnWidth			= 175
SliderWidth			= 100
UpArrowPos			= (240, 318)
DownArrowPos		= (240, 345)
GeneralTextRect		= (51, 123, 224, 365)
SetupTextRect		= (258, 123, 394, 218)
AdvancedTextRect	= (271, 261, 460, 365)
LinkPos0			= (450, 115)
LinkPos1			= (465, 155)
LinkPos2			= (520, 195)
LinkPos3			= (546, 315)


[LoadScreenSingle]
// (X, Y, X1, Y1) - coordinates of Loading ProgressBar Rect.
// it is from screen center and may be < 0.
ProgressRect		= (-156, 192, 275, 197) 
DrawBarFrame		= 0
FrameColor			= <0.0, 0.0, 0.0>
BarColor			= <164.0, 230.0, 12.0>

[LoadScreenMulti]
ProgressRect		= (-156, 192, 275, 197) 
DrawBarFrame		= 0
FrameColor			= <0.0, 0.0, 0.0>
BarColor			= <164.0, 230.0, 12.0>


[LoadScreenNoPicture]
ProgressRect		= (-120, 170, 120, 180)
DrawBarFrame		= 1
FrameColor			= <51.0, 0.0, 0.0>
BarColor			= <250.0, 0.0, 0.0>

/************************************************************************
**
**	Miscellaneous Layout
**
** The Miscellaneous definition specifies data for interface components
** not covered under other definitions.
**
**	MessageBoxBackground (String)
**
**		The name of the pcx to use for background art on the Message Box.
**
**	MessageBoxAlpha (Float)
**
**		The opacity (0.0-1.0) for the Message Box.
**
**	FailScreenBackground (String)
**
**		The name of the pcx to use for background art on the Mission
**		Failure screen.
**
**	FailStringPos (Point)
**
**		The position of the text string on the Mission Failure screen.
**		This point is relative to a 640x480 resolution and will be scaled
**		for other resolutions.
**
**	FailScreenDelay (Float)
**
**		How long (in seconds) to wait on the Mission Failure screen.
**
**	DeathDelay (Float)
**
**		How long (in seconds) to wait after player dies before showing the Mission Failure screen.
**
**	FlashSpeed (Float)
**
**		How long (in seconds) one HUD element flash lasts.
**
**	FlashDuration (Float)
**
**		How long (in seconds) to flash a HUD element.
**
**	NightVisionModelColor (Vector)
**
**		Color to add to models while using night vision <r, g, b>
**
**	NightVisionScreenTint (Vector)
**
**		Color to tint the screen while using night vision <r, g, b>
**
**	WeaponPickupColor (Vector)
**
**		Color to tint the screen when a weapon is picked up <r, g, b>
**
**	AmmoPickupColor (Vector)
**
**		Color to tint the screen when a weapon is picked up <r, g, b>
**
**	TintTime (Float)
**
**		Duration in seconds of screen tint when weapons or ammo are picked up
**
**	HelpFont (String)
**
**		Name of the bitmap font to use rollover help.
**
**	SmallFontBase (String)
**
**		Base name of the bitmap font set used for small text.
**
**	TinyFontBase (String)
**
**		Base name of the bitmap font set used for tiny text.
**
**	LargeFontBase (String)
**
**		Base name of the bitmap font set used for large text.
**
**	TitleFont (String)
**
**		Name of the bitmap font to use for folder titles.
**
**	MessageTime (Float)
**
**		How long in seconds that messages are displayed.
**		(includes fade out time)
**
**	MessageFade (Float)
**
**		How long in seconds that messages are it takes for a message to fade.
**		(included in total message time)
**
**	MaxMessages (int)
**
**		How many messages may appear on screen at one time.
**
*/

[Miscellaneous]
MessageBoxBackground	= "interface\mb_back.pcx"
MessageBoxAlpha			= 0.85
FailScreenBackground	= "interface\missionfailure.pcx"
FailStringPos			= (320,200)
FailScreenDelay			= 5.0
DeathDelay				= 5.0
FlashSpeed				= 0.25
FlashDuration			= 3.0
NightVisionModelColor	= <32.0, 128.0, 32.0>
NightVisionScreenTint	= <0.0, 255.0, 0.0>
InfraredModelColor		= <96.0, 32.0, 0.0>
InfraredLightScale		= <255.0, 0.0, 0.0>
MineDetectScreenTint	= <224.0, 224.0, 0.0>
WeaponPickupColor		= <0.313, 0.157, 0.05>
AmmoPickupColor			= <0.313, 0.157, 0.05>
TintTime				= 2.000000
HelpFont				= "interface\\fonts\\font_tiny_h.pcx"
TinyFontBase			= "interface\\fonts\\font_tiny_"
SmallFontBase			= "interface\\fonts\\font_small_"
LargeFontBase			= "interface\\fonts\\font_main_"
TitleFont				= "interface\\fonts\\font_title.pcx"
ObjectiveFont			= "interface\\fonts\\Message_Font_Yellow.pcx"
OverviewFont			= "interface\\fonts\\Message_Font_Green.pcx"
PerturbRotationEffect	= 2
PerturbIncreaseSpeed	= 3
PerturbDecreaseSpeed	= 1
PerturbWalkPercent		= 0.33
MessageTime				= 7.0
MessageFade				= 0.75
MaxMessages				= 5
PopupTextRect			= (190,80,450,360)
ObjectiveRect			= (80,80,560,400)
SubtitleTint			= <255.0, 255.0, 128.0>
HealthTint				= <255.0, 128.0, 128.0>
ArmorTint				= <128.0, 128.0, 255.0>
AmmoTint				= <240.0, 240.0, 128.0>
PopupTint				= <255.0, 255.0, 255.0>


/***********************************************************
**
**	MissionText Layout
**
** The MissionText definition specifies data for "typing"
** mission related text (e.g. "Somewhere in Berlin, 9:43 AM")
** to the screen.
**
**	Width (Int)
**
**		Specifies how wide the area used for the text should be
**
**	NumLines (Int)
**
**		Specifies how many of lines of text may be displayed at once
**
**	LetterDelay	(Float)
**
**		How long (in seconds) to wait after adding each letter
**
**	LineDelay	(Float)
**
**		How long (in seconds) to wait after finishing each line
**
**	LineScrollTime	(Float)
**
**		How long (in seconds) to scroll up one line
**
**	FadeDelay	(Float)
**
**		How long (in seconds) to wait after adding the last line
**			before starting the fade.
**
**	FadeTime	(Float)
**
**		How long (in seconds) to fade out the text
**
**	Pos		(Point)
**
**		Position (relative to a 640x480 screen) of the text
**
**	TypeSound	(String)
**
**		Sound file to play (looping) while typing text
**
**	ScrollSound	(String)
**
**		Sound file to play (once) when a line starts scrolling
**
**/
[MissionTextNolf]
Width					= 600
NumLines				= 2
LetterDelay				= 0.05
LineDelay				= 0.25
//LineDelay				= 1.5
LineScrollTime			= 0.5
FadeDelay				= 1.0
FadeTime				= 2.0
Pos						= (16,340)
TypeSound				= "interface\snd\type.wav"
ScrollSound				= "interface\snd\enter.wav"


/***********************************************************
**
**	Subtitle Layout
**
**	NumLines (Int)
**
**		Specifies how many of lines of text may be displayed at once
**
**
**	Width1stPerson (Int)
**
**		Specifies how wide the area used for the text should be when
**		in first person view
**		(scaled for resolutions greater than 640x480)
**
**	Pos1stPerson		(Point)
**
**		Position (relative to a 640x480 screen) of the text when
**		in first person view
**
**	Width3rdPerson (Int)
**
**		Specifies how wide the area used for the text should be when
**		in third person view
**		(scaled for resolutions greater than 640x480)
**
**	Pos3rdPerson		(Point)
**
**		Position (relative to a 640x480 screen) of the text when
**		in third person view
**
**/
[Subtitle]
NumLines				= 3
Width1stPerson			= 320
Pos1stPerson			= (160,380)
Width3rdPerson			= 560
Pos3rdPerson			= (40,400)


/************************************************************************
**
**	Overlay Layout
**
**	ScopeSprite (String)
**
**		Path to the sprite resource used as a "tunnel-vision" mask for the scope
**
**	ScopeScale (Float)
**
**		Amount to scale the scope mask sprite
**
**	ScubaSprite (String)
**
**		Path to the sprite resource used as a mask for the scuba gear
**
**	SpaceSprite (String)
**
**		Path to the sprite resource used as a mask for the spacesuit
**
**	ScubaScale (Float)
**
**		Amount to scale the scuba mask sprite
**
*/
[Overlay]
ScopeSprite			= "StatBar\Spr\Scope1fd.spr"
ScopeScale			= 1.0
ScubaModel			= "Statbar\Models\Mask_pv.abc"
ScubaSkin			= "Statbar\Skins\Mask_pv.dtx"
ScubaScale			= 1.0
SpaceSprite			= "StatBar\Spr\Scuba1.spr"
SpaceScale			= 1.0
StaticSprite		= "StatBar\Spr\static1.spr"
StaticScale			= 1.5
CameraSprite		= "StatBar\Spr\Camera1.spr"
CameraASprite		= "StatBar\Spr\Camera2.spr"
CameraScale			= 0.75
ZoomInSprite		= "StatBar\Spr\zoomin.spr"
ZoomInScale			= 8.0
ZoomOutSprite		= "StatBar\Spr\zoomout.spr"
ZoomOutScale		= 8.0
SunglassSprite		= "" // "StatBar\spr\sunglass1.spr"
SunglassScale		= 1.1


/************************************************************************
**
**  DialogueWindow Layout
**
**	These sections specify data related to the Dialogue window
**
**	Position (int)
**
**		Distance from the top of the screen to the top of the window
**
**	Size (point)
**
**		Size of the dialogue window
**
**	TextOffset (point)
**
**		Offset from the upper left corner of the window to the upper
**	left corner of the text.
**
**	Background	(string)
**
**		Name of the bitmap to use for the background of the window.
**	(Note that this bitmap is scaled to fit the size of the window.)
**
**	Alpha (float)
**
**		The opacity of the window (0.0 = transparent, 1.0 = opaque)
**
**	Frame (string)
**
**		Base name of the bitmaps to use for the frame of the window.
**	Note that there are 8 bitmaps that make up the frame:
**			<name>topleft.pcx
**			<name>top.pcx
**			<name>topright.pcx
**			<name>left.pcx
**			<name>right.pcx
**			<name>bottomleft.pcx
**			<name>bottom.pcx
**			<name>bottomright.pcx
**
**	Font (int)
**
**		Specifies one of the following fonts to use for text in the
**	window.
**
**			0	- Help
**			1	- Small
**			2	- Large
**			3	- Title
**			4	- Message
**			5	- Chooser
**
**	OpenTime (float)
**
**		Time (in seconds) for the window to open.
**
**	CloseTime
**
**		Time (in seconds) for the window to close.
**
**	OpenSound (string)
**
**		Sound file to play when the window opens.
**
**	CloseSound (string)
**
**		Sound file to play when the window closes.
**
*/

[DialogueWindow]
Position			=	50
Size				=	(500,100)
TextOffset			=	(20,20)
Background			=	"interface\mb_back.pcx"
Alpha				=	0.75
Frame				=   "Interface\\DlgWnd\\dialogueframe"
Font				=	1
OpenTime			=	0.1250
CloseTime			=	0.1250
OpenSound			=	"interface\snd\dialogueopen.wav"
CloseSound			=	"interface\snd\dialogueclose.wav"


/************************************************************************
**
**  DecisionWindow Layout
**
**	These sections specify data related to the Decision window
**
**	Position (int)
**
**		Distance from the bottom of the Dialogue window to the top of the
**	decision window.
**
**	TextOffset (point)
**
**		Offset from the upper left corner of the window to the upper
**	left corner of the text.
**
**	Spacing (int)
**
**		Distance between text items.
**
**	Background	(string)
**
**		Name of the bitmap to use for the background of the window.
**	(Note that this bitmap is scaled to fit the size of the window, which
**	is determined by the size of the text.)
**
**	Alpha (float)
**
**		The opacity of the window (0.0 = transparent, 1.0 = opaque)
**
**	Font (int)
**
**		Specifies one of the following fonts to use for text in the
**	window.
**
**			0	- Help
**			1	- Small
**			2	- Large
**			3	- Title
**			4	- Message
**			5	- Chooser
**
**	OpenTime (float)
**
**		Time (in seconds) for the window to open.
**
**	CloseTime
**
**		Time (in seconds) for the window to close.
**
*/

[DecisionWindow]
Position			=	10
TextOffset			=	(20,20)
Spacing				=	10
Background			=	"interface\mb_back.pcx"
Alpha				=	0.75
Font				=	1
OpenTime			=	1.0
CloseTime			=	1.0


/************************************************************************
**
**  MenuWindow Layout
**
**	These sections specify data related to the Menu window
**
**	Position (int)
**
**		Distance from the top of the screen to the top of the window
**
**	TextOffset (point)
**
**		Offset from the upper left corner of the window to the upper
**	left corner of the text.
**
**	Background	(string)
**
**		Name of the bitmap to use for the background of the window.
**	(Note that this bitmap is scaled to fit the size of the window, which
**	is determined by the size of the text.)
**
**	Alpha (float)
**
**		The opacity of the window (0.0 = transparent, 1.0 = opaque)
**
**	Frame (string)
**
**		Base name of the bitmaps to use for the frame of the window.
**	Note that there are 8 bitmaps that make up the frame:
**			<name>topleft.pcx
**			<name>top.pcx
**			<name>topright.pcx
**			<name>left.pcx
**			<name>right.pcx
**			<name>bottomleft.pcx
**			<name>bottom.pcx
**			<name>bottomright.pcx
**
**	OpenTime (float)
**
**		Time (in seconds) for the window to open.
**
**	CloseTime
**
**		Time (in seconds) for the window to close.
**
**	OpenSound (string)
**
**		Sound file to play when the window opens.
**
**	CloseSound (string)
**
**		Sound file to play when the window closes.
**
*/

[MenuWindow]
Position			=	0
TextOffset			=	(20,20)
Background			=	"interface\mb_back.pcx"
Alpha				=	0.75
Frame				=   "Interface\\DlgWnd\\dialogueframe"
OpenTime			=	0.3
CloseTime			=	0.3
OpenSound			=	"interface\snd\dialogueopen.wav"
CloseSound			=	"interface\snd\dialogueclose.wav"


[Character0]
Name				= "Meatbot"
Model				= "Meatbot"
Style				= "Idle_0"
Pos					= <25.0, 0.0, 80.0>
Scale				= 0.7
Rotation			= 30


/************************************************************************
**
**  Credits Layout
**
**	These sections specify data related to the Credits display
**
**	FadeInTime (float)
**
**		Number of seconds for text to fade in
**
**	HoldTime (float)
**
**		Number of seconds for text to stay visible
**
**	FadeOutTime (float)
**
**		Number of seconds for text to fade out
**
**	DelayTime (float)
**
**		Number of seconds for text to pause before next credit
**
**	PositionUL (point)
**
**		The position to use for credits displayed in the upper left.
**		(This specifies the upper left corner and is relative to a 640x480 screen.)
**
**	PositionUR (point)
**
**		The position to use for credits displayed in the upper right.
**		(This specifies the upper right corner and is relative to a 640x480 screen.)
**
**	PositionLR (point)
**
**		The position to use for credits displayed in the lower right.
**		(This specifies the lower right corner and is relative to a 640x480 screen.)
**
**	PositionLL (point)
**
**		The position to use for credits displayed in the lower left.
**		(This specifies the lower left corner and is relative to a 640x480 screen.)
**
*/

[Credits]
FadeInTime	= 0.5
HoldTime	= 1.5
FadeOutTime = 0.5
DelayTime	= 0.5
PositionUL	= (80,80)
PositionUR	= (560,80)
PositionLR	= (560,400)
PositionLL	= (80,400)


[Cursor]
CursorSprite	= "Interface\cursor.pcx"

